Raven

TBW

In a nutshell

Raven has a strong rushdown game coupled with a decent zoning tool. With Raven's projectile he can set up situations to mix up his opponent with Haze giving him opportunities to use his high damaging combo's.

Moves

Normal Attacks

Name

Command

Notes

Standing Light Punch

Standing Medium Punch

Standing Hard Punch

Standing Light Kick

Standing Medium Kick

Standing Hard Kick

Close Hard Punch

(near opponent)

Close Hard Kick

(near opponent)

Crouching Light Punch

+

Crouching Medium Punch

+

Crouching Hard Punch

+

Crouching Light Kick

+

Crouching Medium Kick

+

Crouching Hard Kick

+

Jump Light Punch

/ / +

Jump Medium Punch

/ / +

Jump Hard Punch

/ / +

Jump Light Kick

/ / +

Jump Medium Kick

/ / +

crossup

Jump Hard Kick

/ / +

vs airborne

Unique Attacks

Name

Command

Notes

Stormbringer

+ or

vs airborne

Skull Smasher

+

on 2nd hit vs airborne

Skull Smasher Feint

+

on 2nd hit on 2nd hit vs airborne

Skull Smasher Feint Low

+

on 2nd hit vs airborne

Throws

Name

Command

Notes

Orbiting Moon

or + +

Dark Matter

+ +

Special Moves

Name

Command

Notes

Crossed Ninja Stars

+

on vs airborne

Haze

+ or

teleport

Alter Ego

+

/ + hit / + hit / + hits mid +

Wind Cross

+ press on hit or block for additional attacks

on final hit

Super Combo

Name

Command

Notes

Doppelganger

+

Move Analysis

Normal Moves

N/A

Unique Attacks

N/A

Normal Throws

N/A

Special Moves

N/A

Super Combos

N/A

The Basics

One of the core things for Raven right now is the "Raven Loop", using + , (charge) + , (dash cancel) , repeat . This allows Raven to juggle his sweeping + repeatedly for strong damage, and opening up many combo and reset options.

Raven has very good mobility, his dash and backdash are extremely fast and cover a great deal of distance. Using his dash alongside his projectile will create opportunities to move safely.

Raven's haze is an invincible move on startup, once raven has started to appear he can be damaged. If used to teleport in on the enemy without projectile support he can be punished by a full combo.

Raven's skull smasher is a good combo starter, it is safe and backdashing after allows Raven to be at a safe distance.

Raven has trouble dealing with characters that have decent firballs and standard reach. Most of Raven's normals cover less than average space, all shoto's can beat out most of Raven's normals with Cr.MK. Zangief and Hugo are almost impossible to beat with raven due to their reach, anti-airs and invincible attacks (command grabs). Zangief can lariat or green hand Raven's projectile and Hugo can armor through them.

Raven's jab pressure is above average but will be nerfed in the upcomming 2013 patch, although he will be getting a decent anti-air in his Far HK.